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freezy

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freezy last won the day on July 3

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About freezy

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  1. TMNT

    I've released v1.7.1 which contains all of @DJRobX's changes. Cheers!
  2. DMD Extensions v1.7.0 released

    I do that every morning to keep shit working Joke aside, glad it works but unfortunate that you had to take such drastic measures. If you happen to have the same problem again, let me know to figure out what caused it.
  3. DMD Extensions v1.7.0 released

    Honestly, I'm a bit out of ideas. I suppose you unblocked the DLL as well after placing it in the VPM folder? And you said you've searched your system for other DmdDevice.dll files that might take precedence?
  4. DMD Extensions v1.7.0 released

    Okay, two follow-up questions: When doing tests, you run it directly on your cab, right? Testing by executing the files on the network share will probably not create a log indeed. Is there a DmdDevice.log at D:\Visual Pinball\Tables?
  5. DMD Extensions v1.7.0 released

    Could you paste absolute paths of your: Visual Pinball main folder Visual Pinball tables folder Visual PinMAME folder VPinMAME.dll DmdDevice.dll DmdDevice.ini
  6. DMD Extensions v1.7.0 released

    Could you provide a log?
  7. Hi guys! I've released a new version of dmdext which includes full VNI support, giving monitor and PinDMD3 users a way to use the most recent coloring featured in PIN2DMD. Many thanks to @lucky1 and @DJRobX for helping me debug this. There were a few other additions, so make sure to read through the changelog. As usual, you can find the download on the GitHub page. Cheers and enjoy! -freezy.
  8. Cheers, looking forward to that! And thanks @electricmagma for the customer service
  9. Nope, I don't think you'll be able to get any switches, you'll need to do with what I've posted in the image above.
  10. By switches you mean all the bulbs? They are not returned by Pro Pinball's message queue. What's in the screenshot is all we can get our hands on (apart the start/launch/magnosave buttons, I didn't put those). I suppose I can take a guess and see what's in the memory that comes after, maybe the bulbs are there. But that would be pure luck. BTW for most of the solenoids you'll see some small moving parts on the playfield when testing. All but S24/S25 and S0/S1 if I remember correctly.
  11. As @electricmagma said, If you open the operator menu, you can go through all of them. You can also play flasher sequences which will be useful for testing (3.7.).
  12. I can also do 0-255, no problem! And also emit the intermediate values Pro Pinball is sending. Would that be better? I'll try to get a schema where's what located. I'm not a Timeshock pro though, so if someone else with more in-depth knowledge wants to give it a shot, please do!
  13. I peeked into global config and there you can set your cabinet.xml. So @arngrim can you check if with the posted build above, a GlobalConfig_ProPinball.xml pointing to your cabinet.xml, your artnet whatever thingie works? Then we still need to figure out the values. @electricmagma does 0/1 as currently implemented work with your flashers?
  14. Okay here's a build that should read the global config correctly. However I'm wondering which values DOF expects, specially from the flashers. Currently I'm sending 0 and 1. But for flashers I get in-between values from Pro Pinball, should I send all of them to DOF, or only when it's 0 or 1? DOF takes an int, maybe it expects values between 0 and 100? pro-pinball-dof-r3.zip
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